There are three types of Nodes in the game. Each type corresponds to a specific Realm of magic, and behaves differently as a result:
Initially, all Nodes are guarded by a contingent of Fantastic Units belonging to the Node's realm. Once these creatures have been removed, any wizard may send a Magic Spirit or Guardian Spirit to meld with the Node, thus acquiring a constant input of Power based on the Node's coverage area.
30 Nodes are generated across the Planes at the start of each game. These Nodes cannot be removed or altered, and no new Nodes will be added during the course of the campaign. The 14 Nodes found on the plane of Myrror produce much more Power than the 16 found on Arcanus - but are also better defended.
A Node itself causes oddities in the magical field. During combat at a Node, this magical field interferes with casting any spells that are not from the Node's own magical Realm. The output of magical energy from the Node also boosts the abilities of all Fantastic Units that belong to the Node's Realm during any battle within the Node's zone of influence.
Power output from a Node is determined by the size of its influence zone, and is also directly affected by the Magic Intensity setting chosen when starting the game. Nodes can also be subverted using the Warp Node spell, and random "Conjunction" type Events may also temporarily alter the amount of Power they provide.
A Node is a location where the barrier between one of the magical realms (Nature, Chaos, or Sorcery), and the primal planes (Arcanus and Myrror), is weak, allowing Power to seep through in great quantities. There are three types of Nodes in the game, and each corresponds to a different magical Realm.
Nature Nodes lead to the Nature Realm. They are defended by Nature creatures, and interfere with non-Nature spells. They appear as magical forests of glowing green trees. The tiles containing these Nodes always show up as Forests in the Surveyor (F1), but these enchanted woods are much more than mere Forests. Their trees bear a wide variety of fruits, and their shades are teeming with a multitude of animals, creating a small, contained patch of paradise.
Chaos Nodes lead to the Chaos Realm. They are defended by Chaos creatures, and interfere with non-Chaos spells. They appear as volcanoes with a wide, glowing red caldera. The tiles containing these Nodes are initially always Volcanoes. In fact, every active Volcano on either Plane will have a Chaos Node in it at the beginning of the game. Warlocks jealous of this power may acquire the means to eventually raise Volcanoes of their own, but these creations will always pale in comparison (and will never contain any Nodes).
Sorcery Nodes lead to the Sorcery Realm. They are defended by Sorcery creatures, and interfere with non-Sorcery spells. They appear as lakes with bright-blue waters. Yet, the Surveyor (F1) will always claim that the tiles containing these Nodes are Grassland. In reality, these fertile magical waters not only attract an abundance of wildlife, but are so refreshing, that armies marching through will feel no more encumbered than they would were they crossing a flat landscape.
If a Node is Melded with by a Magic Spirit or Guardian Spirit, the Node tile, and any tile within its zone of influence, will glow with magical sparkles of the same color as the empire that sent that spirit.
Distribution and Terrain Edit
When creating the world for a new campaign, the game randomly places 30 Nodes at various locations on both Planes (16 on Arcanus, and 14 on Myrror). The overall number of Nodes always remains constant between games. However, the types of Nodes created is different, and there is no guarantee that any type of Node will appear on either of the Planes.
The Terrain underneath a Node is always determined by the Node itself: the actual tiles will always be converted to special Terrain Types that are unique to Nodes. Unfortunately, this is not directly reflected by the Surveyor (F1), which will always show Nature Nodes as Forests, Chaos Nodes as Volcanoes, and Sorcery Nodes as Grasslands. In any case, it is not possible to change the Terrain of any tile containing a Node, with one exception: in games played without the Unofficial Patch 1.50, the Gaia's Blessing spell can alter the appearance and Town bonuses of a Chaos Node Volcano tile by turning it into a Hill instead (while leaving the actual Node intact).
A Node's tile is an invalid location for constructing new Settlements, although it is possible to build Roads or Enchanted Roads over it. On the other hand, Towns may be built next to a Node, and such Towns will enjoy the full benefit of the Node's special Terrain Type, even if the Node's defenders have not yet been vanquished or the Node belongs to another Wizard. If the Town is also within the Node's zone of influence, then Fantastic Units of the corresponding Realm will also fight with increased effectiveness here. This may be worth considering when settling next to an unconquered Node that can still generate rampaging monsters.
The special Terrain types that come with Nodes generally grant more powerful benefits than the tile type indicated by the Surveyor (F1), and are almost always worth including in the catchment area of any Settlement. The Volcanoes of a Chaos Node are the only ones for which the game gives an accurate description: these tiles provide the same 5% production bonus that Mountain tiles do, which is the biggest such benefit available from a single tile.
The Grassland under Sorcery Nodes provides 2 instead of the displyed 1.5, which puts it on par with River and River Mouth tiles without the hindrance that those tiles present to Walking units. Finally, the enchanted Forests of Nature Nodes yield the game's highest possible Food available on a single tile: 2.5. Regular Forest tiles can only match this amount with the Wild Game Terrain Special, which, unlike the Node, is susceptible to destruction.
Node Generation Edit
The official Strategy Guide claims that the Terrain surrounding the location picked for a Node has some influence over the type of the Node that will appear there. While this indeed used to be the case in the earliest versions of the game, this information is now outdated and is no longer true from v1.1 onwards. In the more recent versions, Node generation is based mostly on chance. The initial type is determined by a set of random "bias" variables, that result in Sorcery Nodes ~60% of the time (3,370 in 5,625), Nature Nodes ~22% of the time (1,240 in 5,625), and Chaos Nodes in the remaining ~18% (1,015 in 5,625).
The Nodes are then put through an "equalizing" procedure, which randomly converts Sorcery Nodes to a different type if their amount on either Plane exceeds a certain treshold. This limit is 9 on Arcanus, and 4 on Myrror. Should this occur, the game will keep converting Nodes to both Chaos and Nature until there is at least a certain amount of each on the Plane in question. Arcanus will then have at least 6 of each those two types, while Myrror will have at least 3; irrespective of the remaining amount of Sorcery Nodes. Generally, this yields pre-set ratios of 6-6-4 and 3-3-8 (Chaos-Nature-Sorcery) on Arcanus and Myrror respectively.
Encounter Zone Edit
When initially created at the start of the game, a Node will usually contain Fantastic Creatures that defend it, and any Treasure stashed inside. To figure out exactly what creatures the Node contains, the program goes through the procedure outlined below.
First, the game determines the basic mana budget that it will use to "buy" creatures from in order to populate the encounter. The basic formula setting out the monster budget for a Node is: 5-15 * [Zone of inluence size (in tiles)]2 * [Magic Intensity setting (0.5, 1, or 1.5)]. On the "Normal" magic setting, this yields 125-1500 for Arcanus Nodes, and 500-6000 for those on Myrror. This is then adjusted for the campaign's Difficulty setting:
At the same time, the game also needs to choose the magical Realm from which defenders will come. This sets out the monsters available to fill the encounter with. For a Node, the possibilities are as follows:
| Chaos Node|
| Nature Node|
| Sorcery Node|
If the mana budget is insufficient for any creature in the chosen Realm, the Node has no defenders and is defeated the first time any unit attempts to enter its square. Otherwise, the game divides the base budget by a random integer in the range of 1-4, and selects the most expensive unit which costs no more than this value; or the first monster on the list if no creatures qualify. This will be the monster seen by any scouts that visit (but do not initiate combat at) a Node.
Once the "main" creature is chosen, the game divides the budget by the cost of this unit, rounding down, to determine how many of these monsters will actually be in the Node. However, this will never be more than 8, and if it is more than 1, there is a 50% chance that it will be reduced by 1. These limitations significantly increase the likelyhood of encounters featuring more than one type of monster.
Finally, the game calculates the remaining budget by subtracting (number of first monster) * (cost of first monster) from the initial budget. This may then be used to "purchase" a set of secondary creatures, which will always match the Realm of the primary monster. Only if the remaining budget is insufficient for any other creature than the first monster, will there be no second monster.
Otherwise, the game divides the remaining budget by a random integer between 1 and (10 - number of first monster), and selects the most expensive unit (other than the primary monster), which costs no more than this value. The rest of the encounter is then populated with this creature, up to the maximum of 9 total units (including the first monsters), or until the remaining budget is exhausted. That is, the amount of secondary monsters will be the lower of either (9 - number of first monster), or (remaining budget) / (cost of second monster).
In the wake of a battle, the original defending units are never replenished. If, during an assault on a Node, the invading army manages to kill a defending unit, but then loses the battle or retreats, that unit will not be restored unless it has the Regeneration ability. This means that it is possible to "whittle down" a Node's defenders with several subsequent battles, instead of trying to kill all of them at the same time.
There are several caveats to this:
- Any defenders that are not destroyed completely are fully healed at the end of each battle, and will have all figures restored to life appropriately. Thus, it is not possible to kill one unit by injuring it repeatedly in each battle - it must be killed completely to ensure that it does not reappear in the next battle.
- Fleeing is often disastrous. Units fleeing a battle are 50% likely to be slain, regardless of their speed and defenses. At the Normal difficulty setting and above, fleeing Heroes also have a 25% chance of being slain. Partial engagements are likely only worth it if the battle can be drawn out to 50 turns, the attacking units can be magically recalled, or the loss of any fleeing units is affordable.
- Killing the defenders in piece-meal fashion is likely to reward less Fame for the Wizard, and is certain to generate less Experience for Normal Units and Heroes. Neither of these are awarded after retreats or defeats: only the enemies present in the final engagement will contribute to either. The fewer battles it takes to clear a Node, the better.
Nevertheless, any strong Node whose defenses can be whittled-down perhaps should be whittled-down. In particular, Fame is only granted for defeating Very Rare creatures or 4+ defenders, so a Node guarded by a mix of Common, Uncommon, and Rare creatures can be whittled down to 4 Common creatures with little penalty.
- Main article: Treasure
The rewards for conquering a Node depend largely on its defenders: the stronger the creatures guarding it, the better the treasure. Supreme rewards, such as new Spellbooks, or Retorts, are only found behind the strongest monsters.
|Magical Item||5 in 15||300||400-3000||3|
|Spell (1d4 for rarity)||3 in 15||1|
|* Common Spell||50||50|
|* Uncommon Spell||200||200|
|* Rare Spell||450||450|
|* Very Rare Spell||800||800|
|10 - 200 Pieces||2 in 15||50||200|
|10 - 200 Crystals||2 in 15||50||200|
|Special (Book / Retort)||2 in 15||1000||3000||2|
|Prisoner||1 in 15||400||1000||1|
When the game begins, each Node is assigned a treasure budget of either 50-125% (Arcanus), or 75-175% (Myrror), of the base (before adjustment for difficulty) mana budget used to generate the inhabitants. This is further increased by 25% on the "Impossible" Difficulty setting, and has a minimum value of 50. The computer then rolls imaginary 15-sided dice to select the basic types of loot found in the Node's hoard (see chart).
For each roll, if the remaining treasure budget is less than the "Qualify" value; or the maximum number of that treasure has already been created; the die is rerolled. Otherwise, the cost of the treasure is subtracted from the budget, and, if there are at least 50 points left, the die is cast again. If a "Special" is generated, all other rewards are discarded, and the process ends.
This initial randomization only sets out the type of the treasure that will be awarded for defeating each encounter. The particulars are instead determined "on the fly" when a Wizard successfully conquers the Node. Thus, reloading the session and fighting the Encounter repeatedly will yield the same basic types of loot every time, but the exact spells, items, and specials will vary.
General Notes Edit
The weakest Nodes might only be able to afford a small pile of Gold or Mana Crystals, and nothing else. Due to the probability distribution, Nodes whose budget endowments allow a Magical Item or Spell are more likely to contain these instead. Both multiple Magical Items; and multiple piles of Gold and/or Mana Crystals can appear in some hoards. On the other hand, only one Spell may ever be awarded at a time, but the d4 rolls from multiple Spell results are added together to determine Spell Rarity (up to a maximum of 4, yielding a Very Rare Spell).
The quality of a Magical Item reward is supposed to scale with remaining treasure points, but in version 1.31, the program only manages to constrain the item's quality in the case of a "Failed Special". Typically, then, the wizard only needs the Spellbook ranks that an item demands, for it to be eligible to (randomly) appear in a Node. Full lists of pre-fab items and their arbitrary rank requirements can be found here, in the article on treasure.
A Prisoner, a most uncommon find, might be held at a Node. This individual will be one of the 25 non-champion Heroes in the game, drawn at random from those who are not already in the Wizard's service or defeated. These captive V.I.P.s will offer to join for no initial cost, out of gratitude for being rescued (however, their upkeep won't be free unless they bear the Noble trait). Beware: if the victorious army stack is 9 units deep, or the Wizard already controls 6 Heroes, "Absolutely Nothing" will appear in the Prisoner's place.
When a special is generated, there is a 75% chance that it will be a Spellbook, and a 25% chance that it is a Retort. If the remaining treasure budget was 2,000 or higher, two specials will be generated, otherwise only 1. Retorts that cost 2 picks can only appear at a site with 2 specials, and will cost both specials. The Myrran retort cannot appear in Treasure, and the prerequisites for all other retorts are ignored. Spellbooks found in a Node will be same as the Node.
- Main article: Rampaging Monster
Any Node that has not yet been cleared of defenders is a possible source for Rampaging Monsters.
|Intro||Turn x 0.4||1/50 turns|
|Easy||Turn x 0.4-0.8||1/33 turns|
|Average||Turn x 0.4-1.2||1/25 turns|
|Hard||Turn x 0.4-1.6||1/20 turns|
|Impossible||Turn x 0.4-2.0||1/17 turns|
Starting at turn 50, and again every frequency turns, Rampaging Monsters are generated from a random still-populated nonlife Encounter; the procedure is similar to defenders, but Realm will always match the source, and budget is determined by the turn number and difficulty. The budget is halved if Rampaging Monsters are generated on the same continent as any wizard's Fortress.
Combat in a Node EditWhenever combat occurs on the tile of a Node, or even within its vicinity, special rules come into play that may have a bearing on the outcome. Generally speaking, Wizards who use spells from the same Realm as the Node will have an easier time doing battle within its area, whereas other wizards may have problems when doing so. As a result, the Node can be a strategic asset, or a dangerous area that needs to be avoided.
During battle at the Node's own tile, the Node is capable of countering any combat spells that do not belong to its Realm, while they are being cast. In addition, when combat takes place anywhere within the Node's area of influence, all Fantastic Units from the Node's Realm receive powerful bonuses to their combat attributes.
Both effects are visible when clicking the "Info" button during battle, and this is the only way of telling whether a tile falls within a zone of influence without actually melding with the Node.
Node Dispelling Aura Edit
The massive output of magical energy from the Node can interfere with the casting of combat spells. During battles that take place in the same tile as the Node itself, any attempt to cast a combat spell that is not from the Node's own Realm must face an immediate dispelling attempt by the Node.
The dispelling attempt occurs immediately upon selecting the spell for casting - before any target can be chosen. The strength of this dispelling attempt is always 50, thus, the formula for calculating its success is as follows:
Dispel Chance = 50 / (50 + TSCC) * 100,
where "TSCC" is the total Casting Cost of the spell.
Dispel Chance = 50 / (50 + 12) * 100 = 50 / 62 * 100 = 0.80 * 100 = an 80% chance to dispel this spell as it's being cast.
Spells from the Node's own Realm will bypass this effect entirely. They will never be dispelled by the Node regardless of their type or casting cost. For example, a Chaos Node will only attempt to dispel non-Chaos spells. It will completely ignore any Chaos spell, allowing Chaos-wielding wizards to cast with impunity.
The only way to counter this effect is through the Node Mastery retort. This allows a Wizard to cast spells from any Realm inside any Node, without them being subjected to its dispelling effects. This gives Wizards with this retort a clear advantage in Node combat.
Node Unit Bonus Aura Edit
During combat on any tile that is inside the Node's area of influence (see below), all Fantastic Units from the Node's realm receive a set of very important bonuses:
Although the bonus to Melee- and Ranged Attack Strength applies only if the unit possesses the appropriate attacks by default, the Ranged Attack bonus applies to all types of Ranged Attacks, including short range ( Thrown, Breath, Doom Gaze, and the hidden physical component of other Gaze Attacks).
All Fantastic Units from the Node's realm are affected, regardless of their owner, while other units are unaffected in any way. For example, a Sorcery Node will give these bonuses to any Sorcery creature fighting within its area of influence. If two armies containing such creatures fight one another within the Node's vicinity, they both receive these bonuses. Note that units summoned into the battle do not receive the bonus on the turn that they are summoned, but will receive the bonus in subsequent turns.
These bonuses are extremely potent, and have several strategic implications. For starters, this means that the original creatures guarding a Node (which are all from the Node's own Realm by definition) are much harder to defeat than similar creatures encountered in, say, a Tower of Wizardry.
Furthermore, the fact that this effect also applies in the vicinity of the Node means that the entire area is a great place for some wizards to mount a defense or an attack. The area around a Nature Node, for example, confers great benefits to any army comprised mostly or entirely of Nature creatures. Similarly, assaulting an enemy army comprised of such creatures in the vicinity of a Nature Node is a bad idea.
Finally, this means that any wizard with access to Nature, Chaos or Sorcery magic is encouraged to build towns within the influence zone of the corresponding Nodes, and protect that town with creatures from the Node's Realm. This will make the town much harder to conquer.
Controlling Nodes Edit
The primary purpose of all Nodes is to provide Power. In order to do so, a Node must first be "tapped" by Melding a spirit into it. Once the Node is claimed, it will glow with magical sparkles. The color of these sparkles matches the color of the Wizard that is currently drawing power from the Node. Several tiles immediately adjacent to the Node will also glow, these indicate the Node's area of influence.
A Node may change ownership any number of times during a campaign. It can lose its owner if said owner is ever defeated. A rival Wizard can also attempt to send their own spirit to try and meld with the Node, grabbing ownership of it.
Melding with a Node Edit
As noted already, it is necessary to send either a Magic Spirit or Guardian Spirit to Meld with a Node in order to tap its magical energies. Both of these spirits are Fantastic Units. Magic Spirits are available to any wizard, and are always part of all Wizards' starting repertoire in the latest version of the game. Guardian Spirits, on the other hand, are only available to Life-wielding wizards (and probably not all of them either) - but, in turn, have some important benefits.
To Meld with a Node, the spirit attempting this must be on the same tile as the Node, on the same Plane. This is why it is necessary to clear out the defenders first, but this also means that any opposing army guarding a Node must similarly be defeated before the Node can be melded with. Once a spirit is in place (and has Movement Allowance remaining), the "Meld" command will become available while the spirit is selected among the active units.
Melding will always destroy the spirit itself (but will not affect the rest of the army if multiple units are selected). If the process is successful, the Node becomes tapped, and will begin to glow with magical sparkles of a color matching the banner of the empire that sent the spirit. Similarly, any tiles within the Node's zone of influence will also sparkle with the same color.
Melding is not always successful. This is where Guardian Spirits have an important advantage: while a Node is melded with by a Guardian Spirit, any further attempts to meld with it will only have a 25% chance of success. An unsuccessful melding attempt causes no change in the Node's ownership - the spirit that attempted it is simply destroyed. The Surveyor (F1) can be used on a tapped Node to discern the type of spirit melded into it.
Because it is necessary to clear the Node's tile of enemy units before melding with it, most Wizards (including the AI) will endeavour to place a strong army stack on top of the Nodes they own. Any enemy who wishes to acquire this Node will need to defeat the guarding stack first. Naturally, Fantastic Creatures from that particular Node's Realm are at an advantage here, as they will always benefit from the Node's aura (see above) when fighting on its tile.
Node Power Output Edit
The Power provided by a Node depends on three main factors: the size (in tiles) of its area of influence, the Magic Intensity setting chosen at the start of the campaign, and the Retorts of the Wizard in control of the Node. Other than these, "Conjunction" type random Events and the effect of the Warp Node spell can also temporarily alter the Power gained from a Node.
Area of Influence Edit
- The size of the influence zone is determined randomly at the start of the game for every Node, and remains constant throughout each campaign. This can range between 5-10 tiles for Nodes on Arcanus, and 10-20 tiles for Nodes on Myrror; and will be indicated by the amount of sparkling squares once the Node has been melded with. Because Myrran Nodes cover twice as much area on average, their Power output is also generally double that of their Arcanian counterparts. This is also why they have much stronger initial defenders.
Magic Intensity Edit
- For each tile that is sparkling, the Node's owner receives a certain amount of Power for as long as they retain control of the Node. With "Weak" Magic Intensity, this is 0.5; on the "Normal" setting, it's 1; while in campaigns with "Powerful" magic, Nodes yield 1.5 per tile of influence.
- For the low and the high settings, the Power generated by each Node is individually rounded down to the nearest whole number, before any other factors are considered (including the summing up of their Power output). For example, on the "Weak" Magic Intensity setting, controlling two Nodes with 7 influence tiles each will yield a total of 6 ( 3 from each Node), rather than 7 (14 times 0.5).
- There are several Retorts available that will boost the amount of Power acquired from tapped Nodes. First and foremost, the Node Mastery retort will double a wizard's Power income from any and all Nodes he/she controls, regardless of these Nodes' types. Furthermore, the Nature Mastery, Sorcery Mastery and Chaos Mastery retorts will double the Power income from the corresponding types of Nodes. For example, a wizard with Chaos Mastery will get twice as much Power from any Chaos Nodes.
- The effect of these retorts is cumulative. Therefore, a Wizard possessing both Nature Mastery and Node Mastery will get 4 times as much Power from each Nature Node! This can amount to a massive boost of Power, and should typically encourage such a Wizard to gain control of as many of these Nodes as they can.
- On the other hand, the effect of retorts applies only after any rounding is done for Magic Intensity calculations, meaning that they will affect the rounded value rather than the initial one. For instance, the combined effect of Node- and Sorcery Mastery will still only yield 12 ( 3 * 2 * 2) from a 7-tile Sorcery Node in a "Weak" magic campaign, and not the 14 that it would if rounding only happened at the end.
- Naturally, retorts acquired as special Treasure for defeating encounters will apply their effect automatically to the output of any Nodes already controlled. Better yet, Retorts awarded as Treasure also ignore any pre-requisites, which makes it possible to gain any of these Masteries during the game regardless of the amount and colors of a Wizard's Spellbooks.
- Conjunctions are the most common random Events in the game, simply because there are 6 different types of them (thats one third of the total possible event types). Of these, 4 will have an effect on the Power gained from Nodes, while the conjunctions of Life and Death (called "Good Moon" and "Bad Moon" respectively), will ignore them completely.
- Events occur randomly if they are enabled in the game's Settings. Events with a duration (this includes all "Conjunction" type Events) last for a minimum of 5 turns, after which they have a (5% + 5% per turn after the 5th) chance of ending naturally. There is no way to "force" an Event to end, although the game can be reloaded after the 5th turn to reroll the ending chance.
- Each individual Node Realm has a corresponding "Conjunction", these are called the "Conjunction of Chaos", the "Conjunction of Nature", and the "Conjunction of Sorcery". Each one doubles the Power gained from the associated Nodes, and halves the Power gained from the other two types.
- This effect is cumulative with any bonus gained from Retorts, and is applied before those. Unfortuntely, the halving effect may also involve a rounding down, which will be reflected in the final Power output. In fact, this rounding is also separate from the one that occurs during Magic Intensity calculations (and happens after it). Using the above "Weak" magic 7-tile Sorcery Node example, the Power gained from this Node (with both retorts) during a "Conjunction of Nature" would be only 4.
- This result is reached using the following calculations: 7 (tile count) * 0.5 (Magic Intensity) = 3.5, which is rounded down to 3; followed by 3 / 2 (for the "Conjunction") = 1.5, rounded down again to 1; and finally 1 * 2 * 2 = 4 is the effect of the two retorts. Similarly, a Myrran Node with a zone of influence spanning 15 tiles on the "Powerful" Magic Intensity setting will yield a base 22, and this is the amount that will be doubled by the appropriate conjunction (or retorts), instead of the unrounded 22.5 that would result from the initial [15 * 1.5] formula.
- Finally, the last type of "Conjunction" Event is the "Mana Short", which will completely nullify any Power income for its duration. Naturally, this includes Power produced by Nodes, which will only return to normal once the Event has ended.
Warping Nodes Edit
Warp Node is an Instant Spell that may be cast on the overland map to target any Node that is already tapped by an enemy Wizard. For a base Casting Cost of 75, it curses the Node to draw Power from its controller rather than producing it for them. The spell has no Upkeep Cost, it is sustained by the Power drawn from the Node.
Once Warp Node is cast, the targeted Node's tile will begin to shimmer, indicating the warping effect. Immediately, that Node's Power output is shut down completely, and it will now reduce its controller's Power base by -5 instead.
Warp Node can only be removed by casting Disenchant Area (or Disenchant True) on the affected Node tile. While the basic spell belongs to the Arcane Realm, and is thus available to any Wizard; it is somewhat expensive to cast, and neither spell guarantees the removal of the Warp Node effect - they require a successful dispelling roll (see their article for more information).
While a Node is warped, it cannot be melded with by any spirit sent by any Wizard. Its current controller is "stuck" with it, unless they can successfully disenchant it.
Known Bugs Edit
Melding with Occupied Nodes Edit
It is possible to Meld with a Node without vanquishing its initial defenders first. In fact, there are at least two different ways to accomplish this, although the second one requires access to a specific spell.
"Blind Movement" Method Edit
- This method has no prerequisites (i.e. is available to any player). First, position your spirit on a tile adjacent to the occupied Node with at least 0.5 remaining. Then change view to the other plane, and, using keyboard movement, direct the unit into the tile containing the node. This can be done with any unit or stack of units that does not possess Planar Travel, consumes all remaining movement points, and reveals terrain as if the unit had moved into the coordinates on the alternate plane that match the Node tile's.
Plane Shift Method Edit
- The Plane Shift spell may be cast on a spirit that is positioned at the same coordinates as a Node on the opposite Plane. The game will not complain about this, and will relocate the spirit to the Node's tile, which will immediately enable the "Meld" command as long as the spirit has any movement left (or on the next turn otherwise).
Both bugs have only been tested in v1.31 at this time. Additional testing may be necessary for other versions.